More actions
Spoiler warning: The following content contains unhidden spoilers for Act 3. |
This page focuses on the Dream Guardian's behaviour during turn-based combat gameplay. This page is a list of information, rather than a guide. Please refer to separate pages for full combat guides.
Medium Humanoid | |||||||||||||
Level 12 | |||||||||||||
Stats | |||||||||||||
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Armour Class | 17 | ||||||||||||
Hit points |
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Movement speed | 9 m (30 ft) | ||||||||||||
Weight | 75 kg (150 lb) | ||||||||||||
Initiative | +3 | ||||||||||||
Ability scores | |||||||||||||
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Proficiency bonus | +4 | ||||||||||||
Saving throws |
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Features | |||||||||||||
| Charm an attacker, preventing them from attacking you until their next turn. | ||||||||||||
| Has advantage on saving throws against spells and other magical effects. | ||||||||||||
| Automatically attack an enemy moving out of your reach. |
Dream Guardian | Combat |
The Dream Guardian will only appear in combat during the final battle Atop the Netherbrain if the player chose to side with Orpheus rather than the Emperor. At the start of combat, the Emperor will summon four Dream Guardians to fight alongside him.
Attacks and Abilities
[[* Command a creature to flee, move closer, freeze, drop to the ground, drop its weapon, or be silenced for 2 turns. The target must succeed a Wisdom saving throw in order to resist the effects.
Range: 18 m / 60 ft
Action]]
Notes
- While they are meant to represent the different Dream Guardians of each party member, the version designed by the Player will not be among them.
- Despite their appearances, none of them have any racial passives.
- The Dream Guardian's "Psionic Suggestion" is similar to Command but has a special variant that a target for 2 turns.